By Howard Shirley
Well, it’s Snowmeggedon 2026 around here, which means I’m snowed in (and iced in), which since as far back as I can remember means it’s gaming time! And what better game for iced-in gaming than a battle on the original Ice Planet— Hoth!
Cue the Imperial March, because it’s time to play…
Star Wars: Battle of Hoth
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| Just add a snowy day! |
That’s right all you Star Wars fans, it’s the classic opening battle from The Empire Strikes Back, complete with Probe Droids, AT-AT giant walking tanks, Snowspeeders, and Imperial Snowtroopers. Time to step up to the command chair and see if *you* can win out.
A Little Backstory
This game is based on the classic “Command & Colors” system created by Richard Borg. This system began in the ‘90s as a Milton Bradley US Civil War game named Battle Cry (not to be confused with a much earlier MB board game with the same name). Borg adapted the system for other settings, including Memoir ‘44 (World War II, published by Days of Wonder), Battlelore (generic fantasy by FFG), Battles of Westeros (Game of Thrones fantasy, FFG), and a number of “block games” in various historical periods (the latter all produced by GMT Games).
The C&C system is quite simple. The boardgame consists of a large hex-grid, which is divided into three battlefield sections— Right, Center and Left. Tiles picturing different types of terrain, objectives, and obstacles may be added to create different battle scenarios. Units of infantry, vehicles/cavalry, or artillery, represented by 1 to 4 figurines, are placed in the hexes on each section of the board. A deck of cards contains commands, which can be given to units in one or more sections of the battlefield. Each player draws 4 or 5 cards (depending on scenario) and then chooses which one Command card to play on their turn. The cards indicate the battlefield section, the number of troops which can act in that section, plus special orders that might apply to only specific units, or give units extra firepower or movement for the turn in which the card is played. Ordered units may move one, two, or possibly three hexes and attack targets in range by rolling dice. The dice have symbols of the type of unit damaged by the attack, plus a symbol forcing a retreat. Damage units lose a figure— if all figures are lost in a unit, the attacker gains a “medal.” Collect 4 or 5 “medals” and you win the battle.
I love this system, so my expectations of Battle of Hoth were high. I was also curious as to how the system would be adjusted for the Rebel and Empire forces. So this review is about that application as much as it is the game itself.
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| The game laid out and ready to play. Note the three-section battlefield, which is the heart of the command system. |
The Differences
In the prior C&C games I am familiar with, the players draw cards from the same Command deck, and just apply the details to their own units. Battle of Hoth takes a different approach, with separate Command decks for the Rebel and Empire players. This alters the strategies a bit, as in the single deck games it was possible to “hold” a card of benefit to the opponent so they would be denied its use, at least for a while. (Once the deck is exhausted, discards are shuffled to restart the deck, and certain cards in some versions call for a deck reset when played.)
Another addition (to my experience) are Leader cards which can be shuffled into a Command deck if any “Leader” characters— Luke, Leia, Han, Vader, Admiral Piett, General Veers— are agreed to be in the scenario. These cards give the player additional effects and boosts when played, but otherwise act as Command cards.
There are also side-specific “Support cards” which are introduced in a Campaign-level game, also new to me in concept. These are gained when certain scenario or campaign goals are reached, and may be played along with a Command card to produce additional effects to the order.
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| A battle in play. (The AT-AT is on its side, having just been taken out by the Rebel Infantry.) |
The Units
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| Snowy, Star Warszy stuff! Note the nifty unit trays, with different forces for each side. |
In many previous C&C games both sides units are identical in function— any infantry unit performs exactly the same as any enemy infantry, and the same for cavalry, tanks, artillery, etc.. Certain scenarios can boost various units as “Elite,” which typically increases either movement or attack odds or both.
Battle of Hoth, however, introduces disparate force capabilities for each side, as well as unique units.
The Rebels’ infantry only has 3 figures per unit, making them highly vulnerable, compared to the Empire’s 4 figures.
The Rebels have Snowspeeders, which can fly over certain obstacles which normally block movement, and roll 4 dice when attacking adjacent units, or 2 dice when attacking units one further hex away.
Finally, the Rebels have blaster cannons— Artillery— which cannot move (and ignore Retreat rolls) but have the longest range with significant attack rolls counting down from 5 dice to 1 (at furthest range).
The Empire, as previously mentioned, can take more damage with their infantry, and have Probe Droids (which are rather weak on attack but don’t count as medals when eliminated, making them a nuisance, but a deadly one), and the dreaded AT-AT “walking tanks”, which are slow but powerful, and require a “confirmation” re-roll to hit, (so if you hit on an attack, you have to re-roll the hits and get a second hit on the re-roll to eliminate an AT-AT). AT-ATs also ignore Retreat results when attacked, so their march will not be turned back.
I liked this change from the all-the-same structure of other C&C games I’ve played, as it truly captures the thematic idea of a scrappy, weaker Rebel force trying to stop a powerful, relentless Empire. It feels like the battle from the film, with the exception that in this game, the Rebels can win (though in some scenarios the “victory” mimics the “necessity” objectives of the film— “hold the Empire off until the base can evacuated,” etc..
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| More Star Wars goodie-ness! Command decks, Support Decks, Scenario stuff… (the back, “Epic” side of the board is shown here.) |
Finally, this game goes beyond the typical scenario booklet of earlier C&C games to also include a series of “Campaign” booklets that can carry the effects of one battle into the next. With these sheets in play, if you win a scenario, you will have an advantage in the next one. Lose, and you may be weakened. These sheets are two-sided, with the Rebels and Empire forces having different battle objectives and secret goals— and neither side knows what the other fellow’s plans are. Aside from reading the explanatory text, I have deliberately not delved into these, but will review them after I’ve had a chance to try them out with a friendly opponent. (Why, yes, L’il ‘Zilla is a “friend,” but alas, he cannot read, so the secrets of these campaigns are lost on him.)
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| Do I *look* imaginary to you? |
So, General, How was the Stompin’?
For this review, I use a very simple solo approach— I blindly turn over my solo “opponent’s” top Command card, and then apply that result as closely and wisely as I can from the opponent’s point of view. Typically, that’s “move towards and attack closest enemy,” but if an obvious objective is in place (such as a ridgetop or strong defensive terrain, or a scenario-stated goal), then I will move towards or claim that position. If a card cannot have any effect, I discard it and draw again for my opponent.
This is a surprisingly effective solo system, which I have often lost— whether that says more about my strategic abilities or the game’s strong luck factor I leave for the reader to determine. Personally, my stance is, “When I win, it’s brilliant strategy. When I lose, it’s bad luck.”
And in fact, the very first run-through of the first scenario (the arrival of the Probe Droids) ended with my Rebel forces defeated by the wily leadership of L’il ‘Zilla! Clearly, the Force was not with me. I blame a lack of cookies.
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| Darth ‘Zilla celebrates a battlefield victory. I think he uses the Dark side on the dice. |
But I pressed on, and soon the victories began to fall my way. I did not play all of the scenarios, but enough to experience the various forces in the game and the Elite squadron rules as well. I opted not to include the Leader cards, but a reading of them confirms my thoughts they would be thematic and helpful, but not overpowering for either side. I felt the same about the Support cards intended for the Campaign game.
The Force is With This Stuff
As with the other Days of Wonder C&C games, the components are superb. The figures of the various forces are well sculpted, easily distinguished, and delightfully thematic. If there’s a drawback it’s in the lack of scale. But there would be no real way to include a too-scale AT-AT or Snowspeeder in a board game of this size, and still have the infantry be more than tiny pegs. (It would be fun and possible to use the rules for a 15mm or 28mm miniatures games with sufficiently large hexes and a much bigger table.)
The hex tiles for altering the terrain are solid, and introduce some obstacles not seen in other C&C games I’ve played, including trenches and large ice structures the game calls “Seracs,” which are both impassable and block line of sight.
Cards are of good quality, as are the various tokens, the dice, and the double-sided board (the second side is for combining with a second game set to create what Days of Wonder calls “Epic” size. If you want to spend the $60 for another copy, or have a friend who lays out the dough, this would indeed be an “Epic”experience). The game includes curved card racks for each player, which allows you to see your hand of Command cards all at once.
Drawbacks (or Quibbling with the Force)
All mostly minor. (The rules at one point mention “Darth Vador,” whom we graciously assume is an unexpected twin.) I do have a quibble with the somewhat limited movement capabilities of the Probe Droids and Snowspeeders. In the films, the Probe Droids are capable of flight, or at least anti-grav movement, yet in the game they suffer the same terrain restrictions as infantry. The Snowspeeders are explicitly “flying” units, but the only terrain they can cross over unrestricted are crevasses, and they cannot fly over other units (or at least the rules don’t say that they can).
Memoir ‘44 includes flying units in later expansion sets, which allow any flying unit to pass over friendly units and all terrain unrestricted— the flyers just can’t land on a friendly unit or most terrain. I’m not certain why these rules weren’t included for Snowspeeders, who in the film zoom over everything, even AT-ATs. On the other hand, apparently Snowspeeders gain the protective terrain advantage of certain tiles— as ridges and the like— and are assumed to remain flying no matter where they go.
It’s not that the rules are unclear or don’t work; it’s just that they don’t address a logical capability seen in The Empire Strikes Back.
My house rule would be that Snowspeeders can fly over any terrain or friendly unit, but cannot land on anything, and do not get the terrain’s defense or offense advantages. They cannot fly over enemy units due to defensive anti-air systems. I would allow Probe Droids to pass over low obstacles like crevasses and trenches without restriction, while treating all other terrain as written. But that’s me, and I haven’t playtested either concept. It’s entirely possible the creators meant for the limitations to exist for balance purposes, so caution in changing those rules is warranted.
An Awesome Movie has an Awesome Game.
Star Wars: Battle of Hoth is a grand implementation of the core C&C game system with a fantastic thematic experience. It feels like the battle from the film, experienced in pockets of continued action. The added rules are well considered, and fit the film almost perfectly. I particularly liked that the two forces are not identical in capability or restrictions— you do not play the two sides in the same manner, making for a much richer tactical experience. Worth the purchase and the playing.
L’il ‘Zilla says 5 out of 5 Atomic Breath Blasts.
Inspiration for your game (and inspired silliness): Hostiles on the HIll







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